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Saturday, February 23, 2019

Effects of Computer Games

Statement of the task This statement testament seek answer on the following programs 1. What is the write of the Criminology students in wrong of a. Age b. Gender c. Year aim 2. What ar the Effects of computing device Games in call of a. overleap of affableization b. constitution Changes c. Hyperactive Learning Disorders 3. What be the aim of procedure of Criminology Students in foothold of a. Classroom Interaction b. psychological/Emotional Awareness c. trouble result and Written Exams 4.Are thither signifi coffin nailt kins between Effects of calculating machine Games and the level of Performance of Criminology Students? Theoretical Theory Social Responsibility Theory Social function is an ethical or ideological conjecture that an entity whether it is a government, corporation, administration or individual has a big responsibility to society at large. This responsibility can be ban, subject matter there is liberty from blame or liability, or it can be ty rannical, sum there is a responsibility to act beneficently.This theory is a sizable basis of the study beca wont students not only expense unjustified clip playing calculator bizs but they need to consider to a fault their responsibility as a students and their satisfaction with their co-students living in the real world. diminutive Theory sarcastic Theory has a narrow and a large-minded weting in philosophy and in the history of the hearty sciences. Critical Theory in the narrow sense designates several(prenominal) generations of German philosophers and affectionate theorists in the Western European Marxist tradition known as the Frankfurt School.harmonize to these theorists, a vital theory whitethorn be marvelous from a traditional theory according to a specific possible purpose a theory is tiny to the extent that it seeks human emancipation, to put away human beings from the circumstances that enslave them (Horkheimer 1982, 244). Because such theories aim to e xplain and read all the circumstances that enslave human beings, some(prenominal) critical theories in the broader sense stick been developed.They aim emerged in connection with the many social movements that identify varied dimensions of the domination of human beings in modern societies. In both the broad and the narrow senses, however, a critical theory provides the descriptive and normative bases for social inquiry aimed at decreasing domination and change magnitude freedom in all their forms. Based on the c at one timept of the enquiry, this theory can relate to the study through applying a critical analysis to know the do of electronic data processor bet ons in the criminology students of MinSCAT Bongabong Campus. Conceptual Framework Fig. 1Statement of the Hypothesis The Effects of Computer Games has no monumental coitionship to its level of mental process of criminology students in social interaction, mental expression, and trouble solving. moment of the St udy To the Students, this study aims to provide information with regards to the effect of ready reckoner childs play. To the Professor, for them to cave in deeper understanding of the effects of computer childs play. To the Readers, awareness of the effects of computer gaming. And also the future inquiryer who will do research on the link topic will take a shit a background on this study.Scope and Limitations This is particular to the students of MINSCAT in Bongabong. This paper was conducted during the year 2012 and the informations gathered were hold to Bongabong Oriental Mindoro. This study decoctes on the Effects of Computer Games including want of socialization, temper Changes, and Hyperactive of Learnings disorder that will be careful to its level of performance of criminology students through social interaction, psychological behavior, and puzzle solving. Chapter II The Review of Related Literature and StudiesThis chapter reviews the work of research workers on problems nearly related to the present study. Foreign Literature Lepper, M. R. & Gurtner, J (2000), states that prolonged and excessive use of these games can cause, mainly upon children, a number of physical and psychological problems which may include obsessive, addictive behavior, dehumanization of the player, desensitizing of feelings, personality changes, stopperractivity larn disorders, premature maturing of children, psychomotor disorders, health problems (due to deprivation of exercise & scatonitis), Development of anti-social behavior and loss of free thinking & will.Anderson and Bushman (2001), found that across 54 supreme tests of the relation between video game violence and aggression, involving 4262 participants, there expect to be five consistent results of playing games with tempestuous contents. Playing violent games profit aggressive behaviors, increases aggressive cognitions, increases aggressive emotions, increases physiological arousal, and decreases pr o-social behaviours. Since close to electronic games are violent, children below legal ages are emotionally disturbed and ca apply several changes on their behavior.Austin, Pinkleton & Fujioka (2000), quoted that get upal meditation is correlated with better academic performance. And has been shown to increase beliefs in social norms, and to decrease fear. This refers to the parental consent of the player astheyplayaviolent-orientedgame. he enterist & Walsh (2002), wherein 55% of parents said that always or often should parents put limits on the amount of the time their children may play computer and video games, and 40% said they always or often check the video game rating before allowing their children to buy or rent computer or video games.Even through these numbers are not particularly high, they may overestimate the amount of parental monitoring of childrens video game play. Foreign Study From the time computer games made their way into family homes, parents have wondered i f violent video games may negatively affect children and teenagers. Today, parents still irritate virtually the effects of violent computer games and of course it also stay a popular topic for the media.However, with a growing number of children and teens sp culture excessive time playing computer games, perhaps parents should be much worried slightly teenagers habituate to computer games than the effects of violentvideogames. An examination of the literature reveals that those who study video game addiction sometimes disagree on the proportion of children and teenagers habituated to computer games. However, the majority of studies suggest that approximately 5 to 10% of youth who play computer games become habituated.Compared to other psychological difficulties (such as depression and anxiety), teenage computer game addiction is seemingly a relatively new problem faced by families. As such, parents may lack accurate and/or helpful information on the signs of computer game addiction, the risk factors for video game addiction, and strategies for helping teenagers addicted to computer games after the problem develops. As more therapists work with teenagers addicted to computer ames and more researchers study the problem, they are becoming better at chanceing the signs of addiction, testing for video game addiction, and offering help to parents with teenagers addicted to computer games. Still, there is much confusion about exactly what computer game addiction is and how parents can help a teenager who seems far-off more interested in playing in a virtual(prenominal) world than living in the real world. Local Literature According to Josh Kearney, Online game addiction is caused by the constant updates and the never ending game play this is solved by limiting online game downloads to wholeness at a time.The problem with online game addiction is that it is distracting children and young adults from their needs. Online gaming distracts people from food, sleep, and directwork. Although certain people are able to control themselves, there are people who cant. These people will play for hours on end, numbing them mind to the point where they can only think about game play. The cause of this is the fact that a person go on playing forever. To add onto this there are constant updates that once the hype a wizard dies down a new one is introduced to crap anticipation.Joshua Smyth, associate prof of psychology in The College of Arts and Sciences at siege of Syracuse University, recently conducted a randomized trial study of college students contrasting the effects of playing online socially interconnected video games with more traditional single-player or arcade-style games. Smyths research found that online, socially integrated multiplayer games create greater negative consequences (decreased health, well-being, sleep, socialization and academic work). This proves my point that although these games can be fun, they can also be genuine ly dangerous.There, although, is a solution to this. As to most problems there is a solution. The solution to this problem is to limit the amount of games one person can place on a computer. This would be do simply by analyzing the key components of an online MMORPG. By doing this you can train computers to detect these qualities. After doing so, it would be possible to make the computer limit how many of these games are downloaded. There are also certain problems with this. http//www. papercamp. com Local StudiesBased on the previous research, the computer has also disadvantages aside from the fact that it provides the students informations and other features. In that research they conclude many students spent more time playing rather than researching and doing other academic works. This is result to computer addiction. From these students, huge percentage of them is male. This shows that male students are more prone to be affected by computer disadvantages. The research goal is t o inform the students about what computer can really do to them, how can it affects them and what it is that affects them.The researchers proved that the research made is really true and precise because they are also once addicted in using these so called computers (Justin Vista, Hienson Tan and Bryan Yaranon, 2009). Based on the related literature and studies stated in this research, all are evidential because it serves as guidelines gain more knowledge and additional information on how to distinguish the effects of computer games in the performance of criminology students of MINSCAT in Bongabong. Chapter tercet look into Methodology This chapter presents the research methodology that will be used and guide by the researcher to utilize in conducting this study.To find out the Level of performance of criminology students. Research Design The researcher will use correlativity method of research to determine the difference between the perceptions of the respondents and the relatio n of the variables. Descriptive correlation Method of Research is the process of descriptive research that goes beyond more gathering and tabulation of entropy. It involves an element of interpretation of the intending of the significant relationship depict. Respondents of the Study The respondents of the study are the students of criminology students of MINSCAT in Bongabong.MINSCAT have total population of criminology students of 205. smack respondents will be computed on the Slovins Formula. (See Appendix __ for the List of Respondents) Formula N= __N__ 1+Ne2 Where n= Sample size N= Population size e= Percentage Research Instrument The study will use questionnaire by the researcher in gathering info and employed methods like interview, browsing in the earnings and collecting data and information in the books and newspaper. Data Gathering Tools A set of procedures guided the researchers in gathering all pertinent data that will be needed in this research.First, a letter of i nvolve noted by the research adviser was sent to the Deans Office of MiNSCAT in Bongabong namely Edna G. Piol for permission to distribute the questionnaire. Second, the formal administrative of the questionnaires comprised all the directions in answering the questionnaire will be properly explained. Finally, the data will be sorted, tabulated, analyzed and interpreted using the most relevant technique in research. Scaling and Quantification A five point numerical with five (5) as the highest and one (1) as the lowest was used.Each numerical scale of measurement had the corresponding statistical limits and communicatory description presented in table 2 below. remit 2 Scaling and Quantification Numerical Scale Statistical Limits oral Description 5 4. 50-5. 00 Everyday 4 3. 50-4. 49 Always 3 2. 50-3. 49 Often 2 1. 50-2. 49 Sometimes 1 1. 00-1. 49 Not at all Table 3 Reliability of Questionnaire To tell apart that all item are reliable, a test and re-test method will be use by re searchers. TEST AND RETEST RESULT INDEPENDENT VARIABLESRELIABILITYDESCRIPTION drop of Socialization0. 8454170Reliable Personal Changes0. 9827526ReliableHyperactivity learning Disorder0. 8460318Reliable DEPENDENT VARIABLES Social Interaction0. 7231594Reliable psychological / emotional awareness0. 6673800Reliable paradox resolving power/ written exams0. 6676692Reliable Level of Significance=5%df=8Critical r-value=0. 632 The computed r-values exceed the critical r-value 0. 632 with 8 as the degree of freedom at 5% level of significance, then the questionnaire is reliable. Ten respondents for post-test and another ten respondents for pre-test other than 25 respondents were put across to answer the same set of questionnaire.Responses were tabulated, analyzed and interpreted using the Pearsons Movement Correlation. CHAPTER IV PRESENTATION, ANALYSIS AND INTERPRETATION OF DATA This Chapter presents the results of the research on with analysis, interpretation based on the statement of the problem. Table 4 look upon acquaintance of the respondents on the Effect of Computer Gaming in basis of Lack of Socialization PRODUCTSMEANRANKVerbal Description 1. I cannot socialize with other students. 3. 724OFTEN 2. I dont have interest with other people. 3. 842OFTEN 3. I cannot launch good relationship with my classmate. . 803OFTEN 4. I am not open with my parents parental guidance. 4. 24 1OFTEN MEAN3. 90OFTEN Table 4 Shows the general think of perception of the respondents to the effects of computer gaming in terms of Lack of Socialization. This table shows items 1-5 with the verbal description of often as the starting line rank, I am not open with my parents parental guidance. Second, I dont have interest with other people. Third, I cannot pretend good relationship with my classmate. And lastly, I cannot socialize with other students. The overall mean calculated is 3. 90 which are described as often.This essence that computer gaming really affects the relationshi p of the teenage to the people surrounds them particularly to their parents that may lead to lack of parental guidance. Table 5 taut Perception of the respondents on the Effect of Computer Gaming in terms of temperament Changes PRODUCTSMEANRANKVerbal Description 1. Moody3. 042SELDOM 2. Childish3. 881OFTEN 3. Health Awareness2. 84SELDOM 4. Physical Awareness2. 843SELDOM MEAN3. 14SELDOM Table 4 Shows the overall mean perception of the respondents to the effects of computer gaming in terms of temperament changes.This table shows items 1- 4 with the verbal description of rarely as the first rank, Childish. Second, Moody. Third, Physical Awareness. And lastly, Health Awareness. The overall mean calculated is 3. 14 which are described as seldom. This means that computer gaming affects the respondents in terms of physical, mental and emotional such as changes in mood and lack of awareness. Table 6 Mean Perception of the respondents on the Effect of Computer Gaming in terms of Hyperact ivity Learning Disorder PRODUCTSMEANRANKVerbal Description 1. habit-forming in computer games. . 361OFTEN 2. Obsessive in computer games. 2. 924SELDOM 3. Lack of thinking. 4. 082OFTEN 4. Lack of learning. 3. 883OFTEN MEAN3. 81OFTEN Table 4 Shows the overall mean perception of the respondents to the effects of computer gaming in terms of Hyperactivity Learning Disorder. This table shows items 1- 4 with the verbal description of seldom and often as the first rank, Addictive in computer games. Second, Lack of thinking. Third, Lack of learning. And lastly, Obsessive in computer games. The overall mean calculated is 3. 81 which are described as Often.This means that computer gaming affects the behavior of the respondents, like addictive and also they tend to have a lack of continuous learnings. Table 7 Mean Perception of the respondents on the Level of Performance of criminology students in terms of social interaction. PRODUCTSMEANRANKVerbal Description 1. I did not get word school gath ering. 3. 873OFTEN 2. I am not active in school activity. 2. 694SELDOM 3. I cannot communicate professionally with my professor and classmates. 4. 451OFTEN 4. I am not approachable with my co-students. 3. 882OFTEN MEAN3. 72OFTENTable 4 Shows the overall mean perception of the respondents to the effects of computer gaming in terms of Social Interaction. This table shows items 1- 4 with the verbal description of seldom and often as the first rank, I cannot communicate professionally with my professor and classmates. Second, I am not approachable with my co-students. Third, I did not attend school gathering. And lastly, I am not active in school activity. The overall mean calculated is 3. 72 which are described as Often. This means that the level of performance of the criminology student of MBC has a very non-satisfactorily performance in Social Interaction.Table 8 Mean Perception of the respondents on the Level of Performance of criminology students in terms of Psychological/ Emotion al Awareness. PRODUCTSMEANRANKVerbal Description 1. I am not aware of the bliss around me. 2. 134RARELY 2. I dont have interests on my study. 4. 321OFTEN 3. I neglect myself especially my hygiene. 3. 922OFTEN 4. I did not focus on my academic activities3. 683OFTEN MEAN3. 51OFTEN Table 4 Shows the overall mean perception of the respondents to the effects of computer gaming in terms of Psychological/ Emotional Awareness.This table shows items 1- 4 with the verbal description of rarely and often as the first rank, I dont have interests on my study. Second, I neglect myself especially my hygiene. Third, I did not focus on my academic activities. And lastly, I am not aware of the happiness around me. The overall mean calculated is 3. 51 which are described as Often. This means that the level of performance of the criminology student of MBC has a very non-satisfactorily performance in Psychological/ Emotional Awareness. Table 9 Mean Perception of the respondents on the Level of Performan ce of criminology students in terms of Problem Solving/ Written Exams.PRODUCTSMEANRANKVerbal Description 1. I cannot solve academic problem easily. 3. 162RARELY 2. I cannot do multitasking activity. 2. 924OFTEN 3. I cannot handle state of affairs properly. 3. 083SELDOM 4. I am not quick in solving and I am inefficient. 3. 241SELDOM MEAN3. 10SELDOM Table 4 Shows the overall mean perception of the respondents to the effects of computer gaming in terms of PROBLEM Solving/ Written Exams. This table shows items 1- 4 with the verbal description of rarely, seldom and often as the first rank, I am not quick in solving and I am unefficient.Second, I cannot solve academic problem easily. Third, I cannot handle situation properly. And lastly, I cannot do multitasking activity. The overall mean calculated is 3. 10 which are described as Seldom. This means that the level of performance of the criminology student of MBC has a non-satisfactorily performance in their academic. Summary Table of r a nd r2 the Effects of Computer Gaming in the Criminology Students of MBC IV Effects of Computer GamingDV Level of Performance of Criminology Students of MBC Social InteractionPsychological/ Emotional AwarenessProblem Solving/ Written Exams rrrLack of Socialization. 03-. 96. 87 Personality Changes. 32. 38. 87 Hyperactivity Learning Disorder. 52-. 84. 77 Critical r-value= . 195df=25significant level of 5% This table presents the r-values of the effects of computer gaming in the students of MBC through level of performance. Since the majority of computed r-value exceeded the critical r-value of . 195 with 25 degree of freedom at 5% level of significance, therefore the null hypothesis is rejected which means that there is a significant relationship between the effects of computer gaming and the level of performance of criminology of MBC.It reveals that all the dependent and independent variables are significantly correlated with each other. Through calculations performed, the researchers arrived at the ff. interpretations The researchers interpreted that Lack of Socialization towards Social interaction has a very small official correlation high negative correlation towards Psychological/ Emotional Awareness and very high positive correlation.In terms of Personality Changes, it has a very small positive correlation towards social interaction moderately small positive correlation towards Psychological/ Emotional Awareness and very high positive correlation towards problem solving/ written exams. In terms of Hyperactivity Learning Disorder, it has high positive correlation towards Social Interaction high negative correlation towards Psychological/ Emotional Awareness and high positive correlation towards Problem Solving/ Written Exams.

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